Frank Arnot Email and Phone Number
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I founded Stormcloud Games in 2012 after spending nearly two decades making video games with some of the UK’s most respected game development studios.The selfish intent behind Stormcloud was to challenge myself to take ownership of every aspect of a game’s development: from concept generation, game design, project scheduling, team building and management, game production and creative direction through to business development and final product delivery.Since formation Stormcloud has garnered 4 x BAFTA nominations, 6 x TIGA Award nominations; and won the TIGA Award for Best Casual Game (Small Studio). Stormcloud’s projects include Island Saver, a first-person, financial education adventure for NatWest bank, available now on XB1, PS4, Switch, PC, and mobile devices. And Brut@l, a modern 3D re-imagining of the classic 2D ASCII dungeon crawler, which launched on PC in Feb 2017 after a successful PlayStation4 launch in Summer 2016.I attribute any successes at Stormcloud to my strong cross-discipline skills, developed over a 29-year career where I have held the roles of Lead Programmer, Lead Game Designer, and Producer; and gained full development cycle experience, from concept to launch across almost 40 projects covering PC, console, web, mobile and VR games.Twenty-nine years later, I still find nothing more satisfying than making games.The often arduous process of turning “nothing” into “something”, from blank screen to finished game, is a rewarding journey, and I feel fortunate to be part of such a fantastic, creative industry. I love getting the opportunity to work on exciting projects with creative people, so please reach out if you want discuss any future opportunities.KEY SKILLS:- Game design- Game development- Project scoping and scheduling- Agile and traditional project management methods- Building and managing development teams, inc. outsourcing and freelancers
Stormcloud Games Ltd
View- Website:
- stormcloudgames.com
- Employees:
- 11
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Games Developer | FounderStormcloud Games Ltd Sep 2012 - PresentDundee, United KingdomRunning my own studio means I am very hands-on and wear many hats.I generate all Stormcloud's game concepts, I pitch projects to publishers/clients, and undertake business development to find work-for-hire projects or sources of funding.On all Stormcloud's projects I undertake the game design, schedule and manage the project, I also hire and manage the internal development team and external contractors, and oversee the creative direction of the project, provide feedback and liaise with the client or publisher throughout development cycle.- Island Saver, Financial Education Game for NatWest bank (PS4/XB1/Switch/PC/mobile)- They Came From Space, VR/Cloud Physics Game - dev support (VR)- Toybox, VR Game - devsupport (OculusVR)- Gruffalo: Puzzles, 2nd title based on bestselling children's book (mobile)- Brut@l, Original IP - hardcore 3D ASCII rogue-like (PlayStation4/PC)- Gruffalo Games, based on bestselling children's book (mobile)- Paper Pets, original IP, origami for younger children (mobile)- Paper Monsters, original IP (mobile)- LEGO: Chima (Flash/Web): conversion of iOS game.- LEGO: Star Wars Micro Fighters (Flash/Web): conversion of iOS game.- Room on the Broom: Games, based on bestselling children's book (mobile)- Paper Ocean, original IP (mobile)- Paper Zoo, original IP, origami meets tamagotchi for children (mobile)Awards:- TIGA Game Award, Best Casual Game (Paper Zoo, 2013)Nominations:- BAFTA Scotland Game Award Nomination (Brut@l, 2017)- BAFTA Children’s Award Nomination (Gruffalo Games, 2015)- BAFTA Children’s Award Nomination (Room on the Broom, 2014)- BAFTA Scotland Game Award Nomination (Paper Zoo, 2013)- TIGA Award Nomination, Best Educational or Serious Game (Island Saver, 2020)- TIGA Award Nomination, Best Game (Brut@l, 2016)- TIGA Award Nomination, Visual Design (Brut@l, 2016)- TIGA Award Nomination, Most Original Game (Paper Zoo, 2013)- TIGA Award Nomination, Best Debut Game (Paper Zoo, 2013) -
Studio Director | Producer | Game Designer4J Studios Apr 2005 - Aug 2012Founding member of 4J Studios. I built and managed the development team in the Dundee studio. I created game design pitches to secure projects, and was responsible for the design, production and project management of every original game released by 4J Studios.- Friends Reunited Games (Flash/Web) - a mixed portfolio of 12 games for now defunct UK social network, Friends Reunited. - Perfect Dark, classic N64 game upgraded (XBLA) - Banjo Tooie, classic N64 game upgraded (XBLA) - Texas Wuggle, Poker Puzzle Game (iPhone) - Wuggle, Word Puzzle Game (iPhone) - Banjo Kazooie, classic N64 game upgraded (XBLA) - Overlord: Raising Hell (PS3 conversion) - Ducati Moto, Licensed Motorbike Racing, (Nintendo DS) - AMF Pinbusters! Bowling Game (Nintendo DS) - The Elder Scrolls: Oblivion (PS3 conversion) - Star Trek: Conquest, Space Strategy (Wii/PS2) - Star Trek: Encounters, Space Combat (PS2) - NTRA: World Thoroughbred Championships, Racing Sim (PS2/Xbox) -
Game Director (Lead Game Designer) | Lead ProgrammerVis Entertainment May 2000 - Apr 2005As Lead Programmer on the Tom&Jerry project I wrote the TDD, scoped and created the code schedule, wrote a fast/efficient BSP tree plane-sphere collision system for character/landscape collisions, and the art tools to export the required data from Maya into the game. I also implemented the character animation/combat system and managed the code team.Subsequently I moved into the Game Director (Lead Design) role on the NARC project. I wrote the pitch that secured the game, designed all elements of the game, and hired the design/mission scripting team, and worked closely with internal producer as well as external producer and design staff from Midway.When VIS went into administration in 2005, I founded a new developer, 4J Studios along with the ex-VIS CEO Chris van der Kuyl, and ex-VIS CTO Paddy Burns.- NARC. 3rd Person Shooter, (PS2/Xbox) - Tom and Jerry: War of the Whiskers, 3D Beat-em-up, (PS2/Xbox/GameCube) -
Senior ProgrammerVisual Sciences Ltd Apr 1999 - Jan 2000Gameplay programmer on this extremely popular, annually released series of racing game from Electronic Arts. Developed main game logic and flow, race logic for different modes, and created TV style replays. - F1:2000, 3D Motor racing sim (PlayStation)
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Lead Programmer | Studio ManagerCodemasters Nov 1997 - Feb 1999Put together a team and set up a small satellite studio for respected UK developer/publisher Codemasters. Converted their classic hit Micro Machines from Playstation to Nintendo64 console. Lead Programmer on the project - scoped out project, wrote TDD, created project schedule, coded key parts of game/tools, managed team and liaised with external producer at Codemasters HQ.- Micros Machines Turbo, Top-down 3D Racer, (Nintendo64) -
Lead ProgrammerDma Design Ltd Jul 1994 - Nov 1997My first experience in professional games development. Started by working on the global-hit franchise, Lemmings and was lucky enough to work with a number of super-talented developers at this great company. Lessons learnt here still stick with me today.- Body Harvest, 3rd Person Shooter/RPG (Nintendo 64)- Zenith, 3D Platformer (Nintendo64/Unreleased)- Lemmings 3 - 2D Puzzle Game (3DO)
Frank Arnot Skills
Frank Arnot Education Details
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Computer Science
Frequently Asked Questions about Frank Arnot
What company does Frank Arnot work for?
Frank Arnot works for Stormcloud Games Ltd
What is Frank Arnot's role at the current company?
Frank Arnot's current role is Managing Director | Stormcloud Games.
What is Frank Arnot's email address?
Frank Arnot's email address is fr****@****ios.com
What schools did Frank Arnot attend?
Frank Arnot attended University Of Dundee.
What skills is Frank Arnot known for?
Frank Arnot has skills like Game Development, Video Games, Mobile Games, Gameplay, Game Design, Xbox 360, Computer Games, Console, Casual Games, Iphone, Game Mechanics, Wii.
Who are Frank Arnot's colleagues?
Frank Arnot's colleagues are Phil Stewart, Alex Latham, Daniel Paul, Ryan Geddes, Pearse Mckenna, Callum Fowlie.
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